Graphics engine written in C++ using DirectX12/DXR. For successful build you will need textures that you can find here.
- Render graph
- Automatic resource barriers
- Resource reuse using resource pool
- Automatic resource bind flags and initial state deduction
- Pass culling
- Reference path tracer
- GPU-Driven Rendering
- GPU frustum culling
- 2 phase GPU occlusion culling
- Tiled deferred rendering
- Clustered deferred rendering
- Physically based shading
- Ray traced shadows (DXR)
- Shadows
- PCF shadows for directional, spot and point lights
- Cascade shadow maps for directional lights
- Volumetric lighting for shadow casting lights
- HDR and tone mapping
- Automatic exposure
- Bloom
- Depth of field
- Bokeh
- Ambient occlusion: SSAO, HBAO, RTAO (DXR)
- Reflections: SSR, RTR (DXR)
- SSCS
- Deferred decals
- FXAA
- TAA
- God rays
- Lens flare
- Motion blur
- Fog
- Volumetric clouds
- Hosek-Wilkie sky
- Ocean FFT
- Adaptive tesselation
- Foam
- ImGui Editor
- Profiler
- Shader hot reload
- Ultimate Bindless
- Model Loading with tinygltf
ImGui
DirectXShaderCompiler
D3D12MemoryAllocator
nativefiledialog
stb
cereal
tinygltf
json
ImGuizmo
Since this engine shares some of the features with engine, you can also see some of the screenshots there.
Volumetric Clouds
Path Tracer
Cascaded Shadow Maps |
Hard Ray Traced Shadows |
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Screen Space Reflections |
Ray Traced Reflections |
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SSAO |
RTAO |
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